Commit Graph

647 Commits

Author SHA1 Message Date
Frank
7e9474e78c depricate sPC(float, float)
the function is already removed in upstream.
You can use wu_pixel() instead, which is much faster and more accurate.
2024-09-29 17:51:44 +02:00
Frank
b245112d2a some drawing speedups
* speedups for addPixelColorXY, fadePixelColorXY, fadeToBlackBy
2024-09-28 02:19:53 +02:00
Frank
3a506aded2 trying to keep scrolling text readable
the problem (partly solved) is that scrolling text does not erase any previous text, but simply paints pixels in addition.

* add a "shadow" area around each letter, which is explicitly painted black
* only possible when  Trail=0, and overlay option selected
2024-09-28 02:12:53 +02:00
Troy
7bb351b185 Minor updates to Paintbrush 2024-08-17 08:15:27 -04:00
Troy
324f3acd59 Merge branch 'MoonModules:mdev' into mdev 2024-08-17 00:58:29 -04:00
Will Tatam
b0b3e75556 Move getAudioData to static 2024-08-15 16:22:24 +01:00
Will Tatam
3b551a40f3 Remove repeating code to fetch audio data 2024-08-15 10:51:26 +01:00
Troy
340197fd91 Merge branch 'mdev' of https://github.com/troyhacks/WLED into mdev 2024-08-13 12:13:29 -04:00
Troy
38d30723a0 2D Audio Reactive Paintbrush Effect 2024-08-13 12:13:14 -04:00
Frank
a44aa92c75 playing with Fire2012
* speedup: add functions to only blur rows or columns (50% faster)

* fire2012: tinkering with bur options. Vertical blur only when slider < 64 (faster); extra blur for  slider values >192 (bush burn)
2024-08-09 12:55:04 +02:00
Blaž Kristan
89412b999d Merge pull request #4078 from apanteleev/fire-blur-control
Add a parameter for blur amount in the Fire 2012 effect
2024-08-09 12:19:31 +02:00
Frank
d00b3147b4 Waverly: better slider names
Slider names were misleading.
First slider: fade speed (low values means longer hold times)
Second slider: signal gain (i.e. amplification)
2024-08-08 22:28:14 +02:00
Frank
28db9bfcfd waverly effect speedup
* faster math
* limit height to visible area
2024-08-08 22:03:49 +02:00
Frank
42919f9daf blob effect improvements, and a dirty hack for HUB75 double buffer
* mode_2Dfloatingblobs() improvements for large panels
* Segment::fillCircle() speed optimizations
* HUB75 hack (disabled by default): skip first fill(BLACK) when using double buffering (as the buffer gets cleared after each frame)
2024-08-06 15:53:46 +02:00
Troy
9ee4165dad Freqmatrix stop identical first pixel/line 2024-08-05 16:37:49 -04:00
Frank
6505e04cbf minor effect improvements
* 2DBlackHole: improved accuracy
* 2Dfloatingblobs: draw anti-aliased blobs when "blur" slider = 1
* FX framework: un-clutter and optimize "XY()"
2024-08-05 17:09:50 +02:00
Brandon502
33accd8671 GoL - Optimizations
Uncapped update option if speed set to 255.
2024-07-21 15:40:24 -04:00
Frank
afa6e31ddd GEQ 3D: improve display for small panels
provides a bit more space for the "laser" when panel height is below 18.
2024-07-17 16:15:29 +02:00
Frank
2ba6350cbd GEQ 3D bugfixing and minor improvements
* prevent loss of projector when changing segment witdth (mirror).
* prevent unsigned wrap-around "0 -1" for projector
* use aux0 and aux1 segment vars (use them as signed)
* change default NUM_BANDS to 50% - better for smaller panels
* if less than 16 bands : map to full range instead of only showing lower frequencies - same behavious as GEQ 2D.
2024-07-17 15:24:21 +02:00
Frank
13dd7f3407 fixing a possible drawLine with x < 0 in GEQ 3D 2024-07-17 12:44:35 +02:00
Frank
40c2ef4e98 GEQ 3D robustness improvements
* require at least a 3x3 setup
* make sure that NUM_BANDS is limited by available columns
* avoid drawing with negative Y
* slightly reduce default "front fill", so that "borders" has a visible effect when running with defaults
2024-07-17 12:29:15 +02:00
Troy
6808572907 doSoft fix for GEQ 3D 2024-07-16 19:05:11 -04:00
Troy
7b8d025a24 GPL3 License for GEQ 3D 2024-07-16 18:46:23 -04:00
Frank
9bcc5da132 code cleanup
- removed commented-out code
- reduced blank lines
2024-07-16 20:48:15 +02:00
Frank
98bd7acf1a Merge pull request #143 from MoonModules/3DGEQ
3D GEQ, plus performance improvements when drawing lines.
2024-07-16 20:03:46 +02:00
Frank
1f14673f43 workaround for "cannot read properties of undefined. reading 'split'
hmpf ... looks like somewhere deep in WLED, the FX name string gets limited to 127 chars....
2024-07-16 16:08:08 +02:00
Frank
e3b4a08393 soft light option
* bugfix for Borders (did not work with <16 bands)

* new option for soft light: when checked, the left & right edges of top lights are drawn with anti-aliasing on. Costs us 1-2 fps, so I made it optional.
2024-07-16 16:03:19 +02:00
Frank
e3d27de395 better handling of perspective
drawLine parameter "depth" shortens a line by a fraction - useful for VP perspective (vanishing point)
2024-07-16 13:27:56 +02:00
Frank
9928f5b9ec fixie 2024-07-15 18:27:25 +02:00
Frank
88d12547a4 FX.cpp: scrolling text tag #pow --> #amp
scrolling text: #pow --> #amp
because its ampere, not power.
2024-07-15 18:24:27 +02:00
Frank
6565e716ab GEQ speedup
use drawLine() to draw a complete bar at once. Only possible if _not_ doing colored bars.
2024-07-15 18:14:30 +02:00
Troy
98c15d7ec0 Borders checkbox 2024-07-15 08:18:42 -04:00
Troy
54f9d4ca6d Borders checkbox for @netmindz
Netmindz likes the borders. Now a check-box to enable.
2024-07-15 08:17:00 -04:00
Frank
5401328b6e loop optimizations
* made cols/rows integer, to avoid that "cols-x" wraps around
* pre-compute some expressions that don't depend on loop counters

--> wins us 1-4 fps on my 72x72 test setup
2024-07-15 14:05:19 +02:00
Frank
4f6eb8b161 prevent array bounds violation
+ don't use dynamic array for heights[] - dynamic arrays are using malloc() -> heap frag.
2024-07-15 13:24:18 +02:00
Frank
6d1615189b Merge branch 'mdev' into 3DGEQ 2024-07-15 12:33:48 +02:00
Frank
d0927a5142 akemi and GEQ didn't like map2 2024-07-15 12:29:29 +02:00
Frank
d2762c35b0 Update FX.cpp
* add more accurate version of map() - reduces slight flickering in some 2D effects
* cache fftResult[] in effects (um_data->fftresult might get updated while the effect still calculates)
2024-07-15 11:57:46 +02:00
Troy
3857862e03 Optimized side-wall drawing
Only draw what will be visible.

This is a pretty solid speed increase when the adjacent bar is close in height, or if it's taller and would occlude it anyway, it'll be skipped.
2024-07-14 22:32:42 -04:00
Troy
643f82daf0 Don't use new soft drawline() option 2024-07-12 22:32:14 -04:00
Troy
4c8d500215 Seems someone improved drawline() - fixed for this 2024-07-12 22:12:59 -04:00
Troy
52130e176c Merge branch 'mdev' into 3DGEQ 2024-07-12 22:10:39 -04:00
Troy
ce8f01bf90 Bugfixed GEQ 3D
Bug fixes after lots of testing, better settings, etc.

Big thanks to @netmindz  for restructuring the code.

Add rough distance stop to Segment::drawLine()
2024-07-12 22:03:33 -04:00
Will Tatam
aed861d063 GEQ Laser use SEGMENT.data 2024-07-10 23:58:35 +01:00
Will Tatam
8f4380b075 Rename 3D GEQ to GEQ Laser 2024-07-10 23:51:53 +01:00
Will Tatam
bda4bbeeec 3D GEQ - fade speed 2024-07-10 23:00:42 +01:00
Will Tatam
3fd8078722 3D GEQ - customisable number of bands 2024-07-10 09:40:40 +01:00
Will Tatam
cb3d06bc89 3D GEQ - variable front brightness 2024-07-10 09:24:26 +01:00
Will Tatam
f6cd28cea2 3D GEQ - customisable number of bands 2024-07-10 09:20:58 +01:00
Will Tatam
45f288a2f2 3D GEQ - make front brightness a control 2024-07-10 08:59:05 +01:00